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Abyss Chain Knight Sentinel

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Abyss Chain Knight Sentinel icon

Abyss Chain Knight Sentinel

UNIT_AbyssChainKnightSentinel · Enemy Abyss DefaultEnemy

An entity of the Abyss in the form of a Chain Knight Sentinel.

Variants
Chain Knight Sentinel variant
Chain Knight Sentinel
Base form
Abyss Chain Knight Sentinel variant
Abyss Chain Knight Sentinel
Abyss variant
Magic Saturation

Traits & skills

TRAITS
Boss Monster - This is a boss-grade monster.
Fortitude - Ignores Stun and knockback effects.
Bleed Immunity - Grants immunity to damage dealt by Bleeding.
Sentinel's Warning - A warning issued before countermeasures are initiated.
Ensnaring Chains - If no adjacent enemy is present for 2 seconds, throws chains at the farthest enemy and pulls them closer.
Soul Chain - Once health reaches 35% or less, this effect activates and remains active even if health recovers. While active, it applies Fracture for 10 seconds to targets damaged by a skill when that skill ends.
Maintain Order - During combat, if an enemy remains more than 2 squares away for at least 5 seconds, or while Chain Grab is on cooldown, it can use Sentinel Smite once that skill's cooldown has ended. The distance-co…
SKILLS
6 skills · click to collapse
Warns intruders for a set period of time
Self only
Physical
Deals physical damage equal to 130% of Physical Attack Power and magic damage equal to 130% of Magic Attack Power.
Chain Hit range and area on a dungeon room
Physical
Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position.
The caster is affected by the target's Taunt for 2 seconds.
Applies Rooting for 1 seconds and Slow for 3 seconds to the target.
Chain Grab range and area on a dungeon room
Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target and enemies adjacent to it.
Sentinel Smite range and area on a dungeon room
Magic
Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of Magic Attack Power. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of Magic Attack Power and are affected by Rooting for 4 seconds.
  • Rooting (on enemy): Unable to move from the current position.
Phantom Chain range and area on a dungeon room
The Sentinel gains 150 Health Boost for 10 seconds.
Self only

Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.

Damage to your units

Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.

AttackEasyNormalHardVery HardDevastation
Chain Hit 130% physical + 130% magic7008521,2181,3701,522
Chain Grab 100% physical236287410461512
Sentinel Smite 200% magic6067381,0541,1851,317
Phantom Chain 100% magic + 180% magic8481,0331,4751,6601,844
Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no Energy, so their skills are gated by cooldown only (a monster skill that costs Energy never fires).

Combat stats

Max HP76000
Physical attack280
Magic attack360
Attack speed0.4
Critical chance8%
Dodge chance10%
Hit chance (melee / ranged)50 / 50
Critical damage bonus+50%
Physical resistance60%
Magic resistance60%
Move speed (100 = normal)110
Vision range8
Head HPHP38000 (50%)
Body HPHP38000 (50%)
Size (W×H)2×2
Sprite height2.35
Blood typeNone
Combat patternChainKnight
BehaviourDefaultEnemy
On-death EXP0

Drops

No item drops.
Kill EXP: 0

Animations

Idle 2
Idle 3
Dead
Attack
Attack 2
Auto Repair
Chain Grap
Chain Grap 2
Change Phase
Change Phase 2
Phantom Chain
Smite
Smite 2

Sprite animations extracted from the game's AnimatorController (CKS_Controller). Frame timing is approximate.

Appears in rooms

Spawns only in the Combat room ChainKnight returns stronger. Need to set up via stat variation, not just combination. in Abyss: one appears here per visit. The room itself is on floor 20 in 100% of simulated floors.

RoomRegionRoom typeFloorsChance on floor
ChainKnight returns stronger. Need to set up via stat variation, not just combination.AbyssCombat20F20 100%

Chance on the floor: the share of 10000 floors rolled in the Dungeon Floor Simulator that hold this room, with every NPC room in the draw.